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-rw-r--r--Changelog-Trunk.txt7
-rw-r--r--src/map/skill.c747
-rw-r--r--src/map/skill.h16
-rw-r--r--src/map/unit.c4
4 files changed, 438 insertions, 336 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index c89dc4902..3047b08cc 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -3,6 +3,13 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
+09/05/26
+ * skill_check_condition clean up (bugreport:2770, bugreport:2957, bugreport:3010) [Inkfish]
+ - Weapon, SP, HP and state are checked at the beginning of cast.
+ - Required items and ammos are checked at the end of cast.
+ - SP and status change required are removed at the end of cast without checking again.
+ - Required items are removed only if the skill is successfully used.
+ - Autocasts won't check for requirements but will remove them if you have them(except for SP/HP).
09/05/25
* Fixed losing skill list after base change. (bugreport:3106) [Inkfish]
* Now we can use 'boss_monster' to summon whatever monsters that need to be radared by Convex Mirror. (bugreport:2653) [Inkfish]
diff --git a/src/map/skill.c b/src/map/skill.c
index e6e81143f..20ec4292b 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -984,6 +984,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
else
tbl = bl;
+ skill_consume_requirement(sd,skill,skilllv,2); // Autocasts don't consume sp
switch (skill_get_casttype(skill)) {
case CAST_GROUND:
skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
@@ -1238,6 +1239,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
else
tbl = src;
+ skill_consume_requirement(sd,skillid,skilllv,2); // Autocasts don't consume sp
switch (skill_get_casttype(skillid)) {
case CAST_GROUND:
skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
@@ -2110,7 +2112,7 @@ static int skill_check_condition_mercenary(struct block_list *bl, int skill, int
struct status_data *status;
struct map_session_data *sd = NULL;
int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
- int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
+ int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
if( lv < 1 || lv > MAX_SKILL_LEVEL )
return 0;
@@ -3051,6 +3053,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int
battle_consume_ammo(sd, skillid, skilllv);
if( !sd->state.skillonskill )
skill_onskillusage(sd, bl, skillid, tick);
+ skill_consume_requirement(sd,skillid,skilllv,4);
}
return 0;
@@ -3503,14 +3506,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
}
}
- if (sd) {
- int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
- if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
- clif_skill_fail(sd,skillid,0,0);
- break;
- }
- pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
- }
// 100% success rate at lv4 & 5, but lasts longer at lv5
if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
if (sd)
@@ -4202,12 +4197,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
// Level 6-10 doesn't consume a red gem if it fails [celest]
if (skilllv > 5) break;
}
- if (sd) {
- if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
- break; //Do not delete the gemstone.
- if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
- pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
- }
}
break;
@@ -4467,13 +4456,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
{
x = skilllv%11 - 1;
i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
- if( i < 0 || skill_db[skillid].itemid[x] <= 0 )
+ if(i < 0 || skill_db[skillid].itemid[x] <= 0)
{
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
return 1;
}
- if( sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x] )
+ if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
{
clif_skill_fail(sd,skillid,0,0);
map_freeblock_unlock();
@@ -4492,7 +4481,6 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
potion_target = bl->id;
run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
- pc_delitem(sd,i,skill_db[skillid].amount[x],0);
potion_flag = potion_target = 0;
if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
bonus += sd->status.base_level;
@@ -5237,7 +5225,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case CG_TAROTCARD:
{
int eff, count = -1;
- if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
+ if( (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
{
if( sd )
clif_skill_fail(sd,skillid,0,0);
@@ -5622,6 +5610,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
battle_consume_ammo(sd, skillid, skilllv);
if( !sd->state.skillonskill )
skill_onskillusage(sd, bl, skillid, tick);
+ skill_consume_requirement(sd,skillid,skilllv,4);
}
map_freeblock_unlock();
@@ -5780,13 +5769,18 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
if (sd) {
clif_skill_fail(sd,ud->skillid,0,0);
if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
- skill_check_condition(sd,ud->skillid, ud->skilllv,1);
+ skill_consume_requirement(sd,ud->skillid,ud->skilllv,7);
}
break;
}
- if( sd && !skill_check_condition(sd, ud->skillid, ud->skilllv,1) )
- break;
+ if( sd )
+ {
+ if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
+ break;
+ else
+ skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
+ }
if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
break;
@@ -5857,7 +5851,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
{ //When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
- skill_check_condition(sd,ud->skillid, ud->skilllv,1);
+ skill_consume_requirement(sd,ud->skillid, ud->skilllv,3);
status_set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
@@ -5885,6 +5879,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr data)
clif_skill_fail(sd,ud->skillid,0,0);
}
}
+
ud->skillid = ud->skilllv = ud->skilltarget = 0;
ud->canact_tick = tick;
//You can't place a skill failed packet here because it would be
@@ -5973,13 +5968,18 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
if(battle_config.skill_add_range &&
!check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
- skill_check_condition(sd,ud->skillid, ud->skilllv,1);
+ skill_consume_requirement(sd,ud->skillid,ud->skilllv,7);
break;
}
}
- if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
- break;
+ if( sd )
+ {
+ if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
+ break;
+ else
+ skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
+ }
if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
break;
@@ -6017,6 +6017,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr data)
else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
ud->skilllv = ud->skillx = ud->skilly = 0;
}
+
map_freeblock_unlock();
return 1;
} while(0);
@@ -6103,6 +6104,24 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
+ case SA_VOLCANO:
+ case SA_DELUGE:
+ case SA_VIOLENTGALE:
+ { //Does not consumes if the skill is already active. [Skotlex]
+ struct skill_unit_group *sg;
+ if ((sg= skill_locate_element_field(&sd->bl)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
+ {
+ if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
+ {
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
+ return 0; // not to consume items
+ }
+ else
+ sg->limit = 0; //Disable it.
+ }
+ skill_unitsetting(src,skillid,skilllv,x,y,0);
+ break;
+ }
case MG_SAFETYWALL:
case MG_FIREWALL:
case MG_THUNDERSTORM:
@@ -6140,9 +6159,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
case WE_CALLBABY:
case AC_SHOWER: //Ground-placed skill implementation.
case MA_SHOWER:
- case SA_VOLCANO:
- case SA_DELUGE:
- case SA_VIOLENTGALE:
case SA_LANDPROTECTOR:
case BD_LULLABY:
case BD_RICHMANKIM:
@@ -6240,7 +6256,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
(skilllv >= 4) ? sd->status.memo_point[2].map : 0
);
}
- break;
+ return 0; // not to consume item.
case MO_BODYRELOCATION:
if (unit_movepos(src, x, y, 1, 1)) {
@@ -6295,7 +6311,6 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
potion_hp = 0;
potion_sp = 0;
run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
- pc_delitem(sd,j,skill_db[skillid].amount[i],0);
potion_flag = 0;
//Apply skill bonuses
i = pc_checkskill(sd,CR_SLIMPITCHER)*10
@@ -6359,17 +6374,12 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
// Plant Cultivation [Celest]
case CR_CULTIVATION:
if (sd) {
- int i = skilllv - 1;
- int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
- if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
- sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
- map_count_oncell(src->m,x,y,BL_CHAR) > 0
- ) {
+ int i;
+ if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
+ {
clif_skill_fail(sd,skillid,0,0);
return 1;
}
-
- pc_delitem(sd,j,skill_db[skillid].amount[i],0);
clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
if (rand()%100 < 50) {
clif_skill_fail(sd,skillid,0,0);
@@ -6437,9 +6447,9 @@ int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int sk
{
if( sd->state.arrow_atk && !(flag&1) ) //Consume arrow if a ground skill was not invoked. [Skotlex]
battle_consume_ammo(sd, skillid, skilllv);
-
if( !sd->state.skillonskill )
skill_onskillusage(sd, NULL, skillid, tick);
+ skill_consume_requirement(sd,skillid,skilllv,4);
}
return 0;
@@ -6550,12 +6560,14 @@ int skill_castend_map (struct map_session_data *sd, short skill_num, const char
return 0;
}
- if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
- {
+ if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
+ { // This checks versus skillid/skilllv...
skill_failed(sd);
return 0;
}
+ skill_consume_requirement(sd,sd->menuskill_id,lv,4);
+
if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
skill_failed(sd);
return 0;
@@ -8028,19 +8040,12 @@ int skill_isammotype (struct map_session_data *sd, int skill)
);
}
-/*==========================================
- * Checks that you have the requirements for casting a skill.
- * Flag:
- * &1: finished casting the skill (invoke hp/sp/item consumption)
- * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
- *------------------------------------------*/
-int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
+int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
{
struct status_data *status;
struct status_change *sc;
- int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
- int itemid[10],amount[10];
- char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
+ struct skill_condition require;
+ int i;
nullpo_retr(0, sd);
@@ -8058,31 +8063,14 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
return 1;
}
- status = &sd->battle_status;
- sc = &sd->sc;
- if (!sc->count)
- sc = NULL;
-
if(pc_is90overweight(sd)) {
clif_skill_fail(sd,skill,9,0);
sd->skillitem = sd->skillitemlv = 0;
return 0;
}
- if (sd->state.abra_flag)
- {
- if (sd->skillitem != skill)
- { //Cancelled, using a different skill.
- sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
- } else {
- //Abracadabra skill, skip requisites!
- if(type&1)
- { //Clear out the data.
- sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
- }
- return 1;
- }
- }
+ if( sd->state.abra_flag && sd->skillitem != skill ) // Cancelled, using a different skill.
+ sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
if (sd->menuskill_id == AM_PHARMACY &&
(skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
@@ -8092,8 +8080,13 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
return 0;
}
+ status = &sd->battle_status;
+ sc = &sd->sc;
+ if( !sc->count )
+ sc = NULL;
+
if(sd->skillitem == skill) {
- if(!type) //When a target was selected
+ // When a target was selected
{ //Consume items that were skipped in pc_use_item [Skotlex]
if((i = sd->itemindex) == -1 ||
sd->status.inventory[i].nameid != sd->itemid ||
@@ -8112,98 +8105,16 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
else if( sd->status.inventory[i].expire_time == 0 )
pc_delitem(sd,i,1,0); // Rental usable items are not consumed until expiration
}
- if (type&1) //Casting finished
- sd->skillitem = sd->skillitemlv = 0;
return 1;
}
- //Code speedup, rather than using skill_get_* over and over again.
- j = skill_get_index(skill);
- if( j == 0 ) // invalid skill id
- return 0;
if( lv < 1 || lv > MAX_SKILL_LEVEL )
return 0;
- hp = skill_db[j].hp[lv-1];
- sp = skill_db[j].sp[lv-1];
- if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
- sp=sp/2;
- hp_rate = skill_db[j].hp_rate[lv-1];
- sp_rate = skill_db[j].sp_rate[lv-1];
- zeny = skill_db[j].zeny[lv-1];
-
- weapon = skill_db[j].weapon;
- ammo = skill_db[j].ammo;
- ammo_qty = skill_db[j].ammo_qty[lv-1];
- state = skill_db[j].state;
-
- spiritball = skill_db[j].spiritball[lv-1];
- mhp = skill_db[j].mhp[lv-1];
- for(i = 0; i < 10; i++) {
- itemid[i] = skill_db[j].itemid[i];
- amount[i] = skill_db[j].amount[i];
- }
- if(mhp > 0 && get_percentage(status->hp, status->max_hp) > mhp) {
- //mhp is the max-hp-requirement, that is,
- //you must have this % or less of HP to cast it.
- clif_skill_fail(sd,skill,2,0);
- return 0;
- }
- if(hp_rate > 0)
- hp += (status->hp * hp_rate)/100;
- else
- hp += (status->max_hp * (-hp_rate))/100;
- if(sp_rate > 0)
- sp += (status->sp * sp_rate)/100;
- else
- sp += (status->max_sp * (-sp_rate))/100;
-
- if (weapon && !ammo && skill && skill_isammotype(sd, skill))
- { //Assume this skill is using the weapon, therefore it requires arrows.
- ammo = 0xFFFFFFFF; //Enable use on all ammo types.
- ammo_qty = 1;
- }
+ require = skill_get_requirement(sd,skill,lv);
//Can only update state when weapon/arrow info is checked.
- if (weapon) sd->state.arrow_atk = ammo?1:0;
-
- switch(skill) { // Check for cost reductions due to skills & SCs
- case MC_MAMMONITE:
- if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
- zeny -= zeny*10/100;
- break;
- case AL_HOLYLIGHT:
- if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
- sp *= 5;
- break;
- case SL_SMA:
- case SL_STUN:
- case SL_STIN:
- {
- int kaina_lv = pc_checkskill(sd,SL_KAINA);
-
- if(kaina_lv==0 || sd->status.base_level<70)
- break;
- if(sd->status.base_level>=90)
- sp -= sp*7*kaina_lv/100;
- else if(sd->status.base_level>=80)
- sp -= sp*5*kaina_lv/100;
- else if(sd->status.base_level>=70)
- sp -= sp*3*kaina_lv/100;
- }
- break;
- case MO_TRIPLEATTACK:
- case MO_CHAINCOMBO:
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
- sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
- break;
- }
-
- if(sd->dsprate!=100)
- sp=sp*sd->dsprate/100;
+ if (require.weapon) sd->state.arrow_atk = require.ammo?1:0;
// perform skill-specific checks (and actions)
switch( skill )
@@ -8232,8 +8143,6 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
break;
case AL_WARP:
- if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
- item_flag = 1;
if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
return 0;
@@ -8247,15 +8156,15 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
break;
case MO_FINGEROFFENSIVE: //指弾
case GS_FLING:
- if (sd->spiritball > 0 && sd->spiritball < spiritball) {
- spiritball = sd->spiritball;
+ if (sd->spiritball > 0 && sd->spiritball < require.spiritball) {
+ require.spiritball = sd->spiritball;
sd->spiritball_old = sd->spiritball;
}
- else sd->spiritball_old = spiritball;
+ else sd->spiritball_old = require.spiritball;
break;
case MO_BODYRELOCATION:
if (sc && sc->data[SC_EXPLOSIONSPIRITS])
- spiritball = 0;
+ require.spiritball = 0;
break;
case MO_CHAINCOMBO:
if(!sc)
@@ -8283,22 +8192,22 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
// if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
// return 0;
if(sc && sc->data[SC_BLADESTOP])
- spiritball--;
+ require.spiritball--;
else if (sc && sc->data[SC_COMBO]) {
switch(sc->data[SC_COMBO]->val1) {
case MO_COMBOFINISH:
- spiritball = 4;
+ require.spiritball = 4;
break;
case CH_TIGERFIST:
- spiritball = 3;
+ require.spiritball = 3;
break;
case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
- spiritball = sd->spiritball?sd->spiritball:1;
+ require.spiritball = sd->spiritball?sd->spiritball:1;
break;
default:
return 0;
}
- } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
+ } else if(!unit_can_move(&sd->bl)) //Check only on begin casting.
{ //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
clif_skill_fail(sd,skill,0,0);
return 0;
@@ -8371,44 +8280,14 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
break;
case PR_BENEDICTIO:
- if (!(type&1))
- { //Started casting.
- if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
- {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
+ if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
+ {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
}
- else
- //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
- skill_check_pc_partner(sd, skill, &lv, 1, 1);
break;
- case AM_CANNIBALIZE:
- case AM_SPHEREMINE:
- if(type&1){
- int c=0;
- int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
- //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
- int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
- int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
- if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
- i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
- if(c >= maxcount ||
- (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
- { //Fails when: exceed max limit. There are other plant types already out.
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
- }
- break;
- case WZ_FIREPILLAR: // celest
- if (lv <= 5) // no gems required at level 1-5
- itemid[0] = 0;
- break;
case SL_SMA:
- if(type) break; //Only do the combo check when the target is selected (type == 0)
if(!(sc && sc->data[SC_SMA]))
return 0;
break;
@@ -8417,35 +8296,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
return 0;
break;
- case AM_BERSERKPITCHER:
- case AM_POTIONPITCHER:
- case CR_SLIMPITCHER:
- case MG_STONECURSE:
- case CR_CULTIVATION:
- case SA_FLAMELAUNCHER:
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- item_flag = 1;
- break;
- case SA_DELUGE:
- case SA_VOLCANO:
- case SA_VIOLENTGALE:
- { //Does not consumes if the skill is already active. [Skotlex]
- struct skill_unit_group *sg;
- if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
- (
- sg->skill_id == SA_VOLCANO ||
- sg->skill_id == SA_DELUGE ||
- sg->skill_id == SA_VIOLENTGALE
- )) {
- if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
- item_flag = 0;
- else
- sg->limit = 0; //Disable it.
- }
- break;
- }
+
case CG_HERMODE:
if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
{
@@ -8514,12 +8365,12 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
break;
//Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
//Only invoke on skill begin cast (instant cast skill). [Kevin]
- if(sp>0 && !type)
+ if(require.sp>0)
{
- if (status->sp < (unsigned int)sp)
+ if (status->sp < (unsigned int)require.sp)
clif_skill_fail(sd,skill,1,0);
else
- status_zap(&sd->bl, 0, sp);
+ status_zap(&sd->bl, 0, require.sp);
}
return 0;
case GD_BATTLEORDER:
@@ -8555,11 +8406,10 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
break;
case NJ_ZENYNAGE:
- if(sd->status.zeny < zeny) {
+ if(sd->status.zeny < require.zeny) {
clif_skill_fail(sd,skill,5,0);
return 0;
}
- zeny = 0; //Zeny is reduced on skill_attack.
break;
case PF_HPCONVERSION:
if (status->sp == status->max_sp)
@@ -8570,8 +8420,6 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
clif_skill_fail(sd,skill,0,0);
return 0;
}
- if (sd->status.hom_id) //Don't delete items when hom is already out.
- item_flag = 0;
break;
case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
@@ -8582,47 +8430,7 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
break;
}
- if(!(type&2)){
- if( hp>0 && status->hp <= (unsigned int)hp) { /* HPチェック */
- clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */
- return 0;
- }
- if( sp>0 && status->sp < (unsigned int)sp) { /* SPチェック */
- clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */
- return 0;
- }
- if(zeny>0 && sd->status.zeny < zeny) {
- clif_skill_fail(sd,skill,5,0);
- return 0;
- }
-
- if(weapon && !pc_check_weapontype(sd,weapon)) {
- clif_skill_fail(sd,skill,6,0);
- return 0;
- }
- if(ammo) { //Skill requires stuff equipped in the arrow slot.
- if((i=sd->equip_index[EQI_AMMO]) < 0 ||
- !sd->inventory_data[i] ||
- sd->status.inventory[i].amount < ammo_qty
- ) {
- clif_arrow_fail(sd,0);
- return 0;
- }
- if (!(ammo&1<<sd->inventory_data[i]->look))
- { //Ammo type check. Send the "wrong weapon type" message
- //which is the closest we have to wrong ammo type. [Skotlex]
- clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
- //clif_skill_fail(sd,skill,6,0);
- return 0;
- }
- }
- if( spiritball > 0 && sd->spiritball < spiritball) {
- clif_skill_fail(sd,skill,0,0);
- return 0;
- }
- }
-
- switch(state) {
+ switch(require.state) {
case ST_HIDING:
if(!(sc && sc->option&OPTION_HIDE)) {
clif_skill_fail(sd,skill,0,0);
@@ -8706,77 +8514,352 @@ int skill_check_condition(struct map_session_data* sd, short skill, short lv, in
return 0;
}
- if(!(type&1))
- return 1; // consumption only happens on cast-end
+ if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
+ //mhp is the max-hp-requirement, that is,
+ //you must have this % or less of HP to cast it.
+ clif_skill_fail(sd,skill,2,0);
+ return 0;
+ }
+
+ if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
+ clif_skill_fail(sd,skill,6,0);
+ return 0;
+ }
+
+ if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
+ clif_skill_fail(sd,skill,2,0);
+ return 0;
+ }
+
+ if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
+ clif_skill_fail(sd,skill,1,0);
+ return 0;
+ }
+
+ if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
+ clif_skill_fail(sd,skill,5,0);
+ return 0;
+ }
+
+ if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+
+ return 1;
+}
+
+int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
+{
+ struct skill_condition require;
+ int i;
+ int index[MAX_SKILL_ITEM_REQUIRE];
+
+ nullpo_retr(0, sd);
+
+ if( lv <= 0 || sd->chatID )
+ return 0;
- if( item_flag )
+ if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
+ { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
+ sd->skillitem = sd->skillitemlv = 0;
+ //Need to do arrow state check.
+ sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
+ //Need to do Spiritball check.
+ sd->spiritball_old = sd->spiritball;
+ return 1;
+ }
+
+ if( pc_is90overweight(sd) )
{
- int index[ARRAYLENGTH(itemid)];
+ clif_skill_fail(sd,skill,9,0);
+ sd->skillitem = sd->skillitemlv = 0;
+ return 0;
+ }
- // Check consumed items and reduce required amounts
- for( i = 0; i < ARRAYLENGTH(itemid); ++i )
- {
- index[i] = -1;
- if( itemid[i] <= 0 )
- continue;// no item
- if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
- {
- if( sd->special_state.no_gemstone )
- { //Make it substract 1 gem rather than skipping the cost.
- if( --amount[i] < 1 )
- continue;
- }
- if(sc && sc->data[SC_INTOABYSS])
- {
- if( skill != SA_ABRACADABRA )
- continue;
- else if( --amount[i] < 1 )
- amount[i] = 1; // Hocus Pocus allways use at least 1 gem
- }
- }
+ if( sd->state.abra_flag )
+ { // Abracadabra skill, skip requisites!
+ sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
+ return 1;
+ }
- if((skill == AM_POTIONPITCHER ||
- skill == CR_SLIMPITCHER ||
- skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
- continue;
+ if( sd->menuskill_id == AM_PHARMACY )
+ { // Cast start or cast end??
+ switch( skill )
+ {
+ case AM_PHARMACY:
+ case AC_MAKINGARROW:
+ case BS_REPAIRWEAPON:
+ case AM_TWILIGHT1:
+ case AM_TWILIGHT2:
+ case AM_TWILIGHT3:
+ sd->skillitem = sd->skillitemlv = 0;
+ return 0;
+ }
+ }
+
+ if( sd->skillitem == skill )
+ { // Casting finished
+ sd->skillitem = sd->skillitemlv = 0;
+ return 1;
+ }
- index[i] = pc_search_inventory(sd,itemid[i]);
- if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
- if( itemid[i] == ITEMID_RED_GEMSTONE )
- clif_skill_fail(sd,skill,7,0);// red gemstone required
- else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
- clif_skill_fail(sd,skill,8,0);// blue gemstone required
- else
- clif_skill_fail(sd,skill,0,0);
+ // perform skill-specific checks (and actions)
+ switch( skill )
+ {
+ case PR_BENEDICTIO:
+ skill_check_pc_partner(sd, skill, &lv, 1, 1);
+ break;
+ case AM_CANNIBALIZE:
+ case AM_SPHEREMINE:
+ {
+ int c=0;
+ int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
+ //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
+ int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
+ int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
+ if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
+ i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
+ if(c >= maxcount ||
+ (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
+ { //Fails when: exceed max limit. There are other plant types already out.
+ clif_skill_fail(sd,skill,0,0);
return 0;
}
- if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
- sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
- index[i] = -1; //Gemstones are checked, but not substracted from inventory.
}
+ break;
+ }
+ case CG_TAROTCARD:
+ if( rand() % 100 > lv * 8 )
+ {
+ if( sd )
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ break;
+ }
+
+ require = skill_get_requirement(sd,skill,lv);
+
+ if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
+ if((i=sd->equip_index[EQI_AMMO]) < 0 ||
+ !sd->inventory_data[i] ||
+ sd->status.inventory[i].amount < require.ammo_qty
+ ) {
+ clif_arrow_fail(sd,0);
+ return 0;
+ }
+ if (!(require.ammo&1<<sd->inventory_data[i]->look))
+ { //Ammo type check. Send the "wrong weapon type" message
+ //which is the closest we have to wrong ammo type. [Skotlex]
+ clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
+ //clif_skill_fail(sd,skill,6,0);
+ return 0;
+ }
+ }
+
+ for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
+ {
+ index[i] = pc_search_inventory(sd,require.itemid[i]);
+ if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
+ if( require.itemid[i] == ITEMID_RED_GEMSTONE )
+ clif_skill_fail(sd,skill,7,0);// red gemstone required
+ else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
+ clif_skill_fail(sd,skill,8,0);// blue gemstone required
+ else
+ clif_skill_fail(sd,skill,0,0);
+ return 0;
+ }
+ }
- // Consume items
- if (item_flag==2)
- for( i = 0; i < ARRAYLENGTH(itemid); ++i )
+ return 1;
+}
+
+int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
+{
+ int n,i;
+ struct skill_condition req;
+
+ nullpo_retr(0, sd);
+
+ req = skill_get_requirement(sd,skill,lv);
+
+ if( type&1 )
+ {
+ if(req.hp || req.sp)
+ status_zap(&sd->bl, req.hp, req.sp);
+ }
+
+ if( type&2 )
+ {
+ if(req.spiritball > 0)
+ pc_delspiritball(sd,req.spiritball,0);
+
+ if(req.zeny > 0)
{
- if(index[i] >= 0)
- pc_delitem(sd,index[i],amount[i],0);
+ if( skill == NJ_ZENYNAGE )
+ req.zeny = 0; //Zeny is reduced on skill_attack.
+ if( sd->status.zeny < req.zeny )
+ req.zeny = sd->status.zeny;
+ pc_payzeny(sd,req.zeny);
}
}
- if(type&2)
- return 1;
+ if( type&4 )
+ {
+ struct status_change *sc = &sd->sc;
+
+ if( !sc->count )
+ sc = NULL;
+
+ for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
+ {
+ if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
+ continue; //Gemstones are checked, but not substracted from inventory.
- if(sp || hp)
- status_zap(&sd->bl, hp, sp);
- if(zeny > 0) // Zeny消費
- pc_payzeny(sd,zeny);
- if(spiritball > 0)
- pc_delspiritball(sd,spiritball,0);
+ if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
+ pc_delitem(sd,n,req.amount[i],0);
+ }
+ }
return 1;
}
+struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
+{
+ struct skill_condition req;
+ struct status_data *status;
+ struct status_change *sc;
+ int i,j,hp_rate,sp_rate;
+
+ memset(&req,0,sizeof(req));
+
+ if( !sd )
+ return req;
+ j = skill_get_index(skill);
+ if( j == 0 ) // invalid skill id
+ return req;
+ if( lv < 1 || lv > MAX_SKILL_LEVEL )
+ return req;
+
+ status = &sd->battle_status;
+ sc = &sd->sc;
+ if( !sc->count )
+ sc = NULL;
+
+ req.hp = skill_db[j].hp[lv-1];
+ hp_rate = skill_db[j].hp_rate[lv-1];
+ if(hp_rate > 0)
+ req.hp += (status->hp * hp_rate)/100;
+ else
+ req.hp += (status->max_hp * (-hp_rate))/100;
+
+ req.sp = skill_db[j].sp[lv];
+ if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
+ req.sp /= 2;
+ sp_rate = skill_db[j].sp_rate[lv-1];
+ if(sp_rate > 0)
+ req.sp += (status->sp * sp_rate)/100;
+ else
+ req.sp += (status->max_sp * (-sp_rate))/100;
+ if( sd->dsprate!=100 )
+ req.sp = req.sp * sd->dsprate / 100;
+
+ req.zeny = skill_db[j].zeny[lv-1];
+
+ req.spiritball = skill_db[j].spiritball[lv-1];
+
+ req.state = skill_db[j].state;
+
+ req.mhp = skill_db[j].mhp[lv-1];
+
+ req.weapon = skill_db[j].weapon;
+
+ req.ammo = skill_db[j].ammo;
+ req.ammo_qty = skill_db[j].ammo_qty[lv-1];
+ if (req.weapon && !req.ammo && skill && skill_isammotype(sd, skill))
+ { //Assume this skill is using the weapon, therefore it requires arrows.
+ req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
+ req.ammo_qty = 1;
+ }
+
+ for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
+ {
+ if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
+ continue;
+
+ switch( skill )
+ {
+ case AM_CALLHOMUN:
+ if (sd->status.hom_id) //Don't delete items when hom is already out.
+ continue;
+ break;
+ case WZ_FIREPILLAR: // celest
+ if (lv <= 5) // no gems required at level 1-5
+ continue;
+ break;
+ }
+
+ req.itemid[i] = skill_db[j].itemid[i];
+ req.amount[i] = skill_db[j].amount[i];
+
+ if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
+ {
+ if( sd->special_state.no_gemstone )
+ { //Make it substract 1 gem rather than skipping the cost.
+ if( --req.amount[i] < 1 )
+ continue;
+ }
+ if(sc && sc->data[SC_INTOABYSS])
+ {
+ if( skill != SA_ABRACADABRA )
+ continue;
+ else if( --req.amount[i] < 1 )
+ req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
+ }
+ }
+ }
+
+ // Check for cost reductions due to skills & SCs
+ switch(skill) {
+ case MC_MAMMONITE:
+ if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
+ req.zeny -= req.zeny*10/100;
+ break;
+ case AL_HOLYLIGHT:
+ if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
+ req.sp *= 5;
+ break;
+ case SL_SMA:
+ case SL_STUN:
+ case SL_STIN:
+ {
+ int kaina_lv = pc_checkskill(sd,SL_KAINA);
+
+ if(kaina_lv==0 || sd->status.base_level<70)
+ break;
+ if(sd->status.base_level>=90)
+ req.sp -= req.sp*7*kaina_lv/100;
+ else if(sd->status.base_level>=80)
+ req.sp -= req.sp*5*kaina_lv/100;
+ else if(sd->status.base_level>=70)
+ req.sp -= req.sp*3*kaina_lv/100;
+ }
+ break;
+ case MO_TRIPLEATTACK:
+ case MO_CHAINCOMBO:
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
+ req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
+ break;
+
+ }
+
+ return req;
+}
+
/*==========================================
* Does cast-time reductions based on dex, item bonuses and config setting
*------------------------------------------*/
@@ -11504,7 +11587,7 @@ static bool skill_parse_row_requiredb(char* split[], int columns, int current)
else skill_db[i].state = ST_NONE;
skill_split_atoi(split[11],skill_db[i].spiritball);
- for( j = 0; j < 10; j++ ) {
+ for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
skill_db[i].amount[j] = atoi(split[13+ 2*j]);
}
diff --git a/src/map/skill.h b/src/map/skill.h
index c52f5ccc1..c5aa25eb8 100644
--- a/src/map/skill.h
+++ b/src/map/skill.h
@@ -68,6 +68,12 @@ struct status_change_entry;
#define SD_SPLASH 0x4000 // skill_area_sub will count targets in skill_area_temp[2]
#define SD_PREAMBLE 0x8000 // skill_area_sub will transmit a 'magic' damage packet (-30000 dmg) for the first target selected
+#define MAX_SKILL_ITEM_REQUIRE 10
+struct skill_condition {
+ int weapon,ammo,ammo_qty,hp,sp,zeny,spiritball,mhp,state;
+ int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
+};
+
// XLf?^x?X
struct s_skill_db {
char name[NAME_LENGTH];
@@ -81,7 +87,7 @@ struct s_skill_db {
int blewcount[MAX_SKILL_LEVEL];
int hp[MAX_SKILL_LEVEL],sp[MAX_SKILL_LEVEL],mhp[MAX_SKILL_LEVEL],hp_rate[MAX_SKILL_LEVEL],sp_rate[MAX_SKILL_LEVEL],zeny[MAX_SKILL_LEVEL];
int weapon,ammo,ammo_qty[MAX_SKILL_LEVEL],state,spiritball[MAX_SKILL_LEVEL];
- int itemid[10],amount[10];
+ int itemid[MAX_SKILL_ITEM_REQUIRE],amount[MAX_SKILL_ITEM_REQUIRE];
int castnodex[MAX_SKILL_LEVEL], delaynodex[MAX_SKILL_LEVEL];
int nocast;
int unit_id[2];
@@ -281,7 +287,13 @@ int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,int damage
int skill_castfix( struct block_list *bl, int skill_id, int skill_lv);
int skill_castfix_sc( struct block_list *bl, int time);
int skill_delayfix( struct block_list *bl, int skill_id, int skill_lv);
-int skill_check_condition( struct map_session_data *sd, short skill, short lv, int type);
+
+// Skill conditions check and remove [Inkfish]
+int skill_check_condition_castbegin(struct map_session_data *sd, short skill, short lv);
+int skill_check_condition_castend(struct map_session_data *sd, short skill, short lv);
+int skill_consume_requirement(struct map_session_data *sd, short skill, short lv, short type);
+struct skill_condition skill_get_requirement(struct map_session_data *sd, short skill, short lv);
+
int skill_check_pc_partner(struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag);
// -- moonsoul (added skill_check_unit_cell)
int skill_check_unit_cell(int skillid,int m,int x,int y,int unit_id);
diff --git a/src/map/unit.c b/src/map/unit.c
index 44dbaf741..05bfa1b50 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -948,7 +948,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, short skill_num, sh
}
break;
}
- if (!skill_check_condition(sd, skill_num, skill_lv, 0))
+ if (!skill_check_condition_castbegin(sd, skill_num, skill_lv))
return 0;
}
//TODO: Add type-independant skill_check_condition function.
@@ -1145,7 +1145,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, sh
if( sd )
{
- if( skillnotok(skill_num, sd) || !skill_check_condition(sd, skill_num, skill_lv,0) )
+ if( skillnotok(skill_num, sd) || !skill_check_condition_castbegin(sd, skill_num, skill_lv) )
return 0;
}